Today we shift focus to a kind of programming paradigm that uses a much more typical for of computer graphics control. We’ll look at the basics of procedural control, and the way that the drawing ‘engine’ inside processing interprets these controls. Some of this will be familiar (BUT DIFFERENT) to experience you have of Arduino coding from last term.

Processing is a tool created for artists and designers, so it has a good deal of stuff hidden from view – but it’s a ‘full’ programming language, don’t kid yourself. You can use it with standard developer tools if you wish. The main ‘limitations’ of processing are that it can be a bit sluggish if you’re not careful how what you code, and that it runs on top of another piece of software (JAVA) that can have its own little idiosyncrasies. Once you have mastered Processing to some degree, you may find yourself limited by these issues, at which point you move on to a somewhat more ‘low level’ programming language like openFrameworks.

What do we stand to gain from learning Processing and learning it well? A new way of approaching problems, another metaphor for computing media, and a new tool in the arsenal. What can you do with it?:

After session practice bits – your chance for lots of one to one help at this critical stage!

A bouncing box – change the code we just made to reverse the direction of the box when it reaches the edge of the screen.

Using key presses to control the box movement – now programme a box which moves left right up or down on different keypresses – use the processing reference to help you

Adding Randomness – make the box move around randomly while staying inside the confines of the screen. EXTENSION – make the box change colour if it moves more than a threshold amount (which you decide).

At home

Modify the example to add mouse interaction – how would you change the code so that a mouse click on the box causes it to change colour or shape?

You now have all the tools you need to recreate the arcade classic ‘Pong’. Make a 2 player Pong game for the next class and we can have a Pong off.

“The History of Interactivity I” session will explore the concept of “interaction” and how this has been transformed by the applications of modern technology. We look into artistic and design applications of interfaces and discuss the current states of digital media and emerging technologies. We will talk about the human-technology interrelationship and compare that with the artwork-spectator relationship.The session will provide a comprehensive overview of pioneering scientists and artist working in the field of interactive art and interface design.

Today we shift focus to a kind of programming paradigm that uses a much more typical for of computer graphics control. We’ll look at the basics of procedural control, and the way that the drawing ‘engine’ inside processing interprets these controls. Some of this will be familiar (BUT DIFFERENT) to experience you have of Arduino coding from last term. Details »

This session explored the impact and the potentials of the creative transformation of the open source initiative and how the open source culture might introduce new types of creative practices, artists and collaborative communities. See the sessions’ slides below:Open Source Culture and Transdisciplinary Practice

“The History of Interactivity I” session will explore the concept of “interaction” and how this has been transformed by the applications of modern technology. We look into artistic and design applications of interfaces and discuss the current states of digital media and emerging technologies. We will talk about the human-technology interrelationship and compare that with the artwork-spectator relationship.The session will provide a comprehensive overview of pioneering scientists and artist working in the field of interactive art and interface design.

Frankfurt school
Reinterpretations of marxist critical theory away from politics and in philosophy
Adorno’s aesthetics and the revolutionary potential of the avant garde as catalyst
Analysis of music, formal, structural complexity and high modernism
relationship to popular culture – its simplicity hinders the revolution

Hi all! WELCOME! A new term is upon us. We are very happy to have you all here, and are excited to see the work, relationships and ideas that will come out of our expanding family in the DM MRes!

For your info – we are running two core modules this semester and (a change from last year) they run concurrently, interleaved. That is, on Oct 7th, 2-5PM we have the first section of the DM THINKING class – which will look at issues in the production of interactive and experimental media works, as well as relevant cultural theory. The DM DOING module – a class where we teach and workshop softwares for the production of creative digital media works – has it’s first session in the same time slot on Oct 14th (both in Space 7, Culture Lab).

As you were told in your advisement sessions, we will have infrequent but important ‘special sessions’ for topics that come up in your course. These will, as much as it is possible, be held in the 5PM-midnight (?) time-slog following the Wednesday sessions. So far we have ideas for an expanded discussion of intellectual property and copyright as it relates to students works, a session on music for new media, and a special workshop on OpenFrameworks. If you have any other ideas for issues you’d like to look at and discuss with the group please get a hold of Jamie (jamie.allen1@ncl.ac.uk), or leave a comment on this blog, post to your own blog – in short, get in touch.

What did you get done? What are your major problems/concerns going forward? (Project updates)

Notes and thoughts from the class…

Housekeeping

Laser cutter 2pm-ish

Quick look at Processing assignments? Anyone wanna show anything?

Quick look at Physical computing assignments? Anyone do anything fun?

Final project presentations on May 14th. This is, as ever, outlined in the Module Handbook.

NOTE! You lucky ducks have until May 28th (“Week 14″) to polish up any remaining ‘things’ that you’d like to be evaluated as part of the project. If these are large, dynamic or physical, they need to be documented (however you please) on your blog. If they can be submitted, they need to be submitted to the SACS office. Details »